5,644 research outputs found

    TRAINING ADULT VOLUNTEERS TO JUDGE IN COMPETITIVE, NON-TRADITIONAL EDUCATIONAL ENVIRONMENTS USING ONLINE LEARNING

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    The purpose of this quasi-experimental study was to examine the comparative change in reported self-efficacy between an experimental group using an interactive, online instructional module and a control group using a traditional handbook. Three research questions were addressed in the study:1. To what extent does completion of an interactive, online training module, as compared to completion of a training manual, affect the self-efficacy of potential volunteer first-time academic competition judges to fulfill their role as a judge after controlling for initial self-efficacy?2. To what extent does completion of an interactive, online training module, as compared to completion of a training manual, affect the self-efficacy of potential volunteer first-time academic competition judges to understand criteria to assign awards after controlling for initial self-efficacy?3. To what extent does completion of an interactive, online training module, as compared to completion of a training manual, affect the self-efficacy of potential volunteer first-time academic competition judges to collaborate with other volunteer academic competition judges after controlling for initial self-efficacy?Data were collected with a Pre- and Post-Training survey completed by 42 participants (18 experimental; 24 control group). A one-way analysis of covariance (ANCOVA) was conducted to identify differentiation in perceived self-efficacy according to the research questions. Analysis of the data pertaining to Question 2 revealed the participants of the experimental group demonstrated significantly higher change in their belief that they could understand criteria for the assignment of awards over those of the control group. Data for Questions 1 and 3 revealed higher change in reported self-efficacy for the experimental group over the control group, but the difference was not enough to be considered significant. Results of the open-ended questions showed that participants in the control group desired features prevalent in the interactive, online module such as concrete examples and availability of videos for assistance. Further, they showed that the traditional handbook led to greater cognitive overload in comparison to the instructional design of the online learning environment. It is recommended that future research explore this topic with an increased sample size to enhance generalizability to larger populations

    Exploring multimedia and interactive technologies

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    The goal of multimedia design strategies and innovation is to produce meaningful learning environments that relate to and build upon what the learner already knows and what the learner seeks. The multimedia tools used to achieve knowledge transfer should activate recall or prior knowledge and help the learner alter and encode new structures. Traditionally, multimedia has been localized to specific delivery systems and demographics based on the government, industry, or academic concentration. The presenter will explore the introduction of immersive telecommunications technologies, constructivist learning methodologies, and adult learning models to standardize networking and multimedia-based services and products capable of adapting to wired and wireless environments, different devices and conditions on a global scale

    Rapid review of effective practice principles in the design and delivery of digital resources for teachers

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    This rapid review, commissioned by Life Education Australia (LEA), gathered evidence about effective practice in the design and delivery of digital professional learning for teachers. Its goal was to inform development of principles to guide the design and delivery of LEA’s own digital resources for teachers. The key research question for the review was: What does the research evidence say about the design and delivery of digital / online resources for teachers and what practice implications and recommendations could be made based on this research evidence

    Integrating Technology With Student-Centered Learning

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    Reviews research on technology's role in personalizing learning, its integration into curriculum-based and school- or district-wide initiatives, and the potential of emerging digital technologies to expand student-centered learning. Outlines implications

    View recommendation for multi-camera demonstration-based training

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    While humans can effortlessly pick a view from multiple streams, automatically choosing the best view is a challenge. Choosing the best view from multi-camera streams poses a problem regarding which objective metrics should be considered. Existing works on view selection lack consensus about which metrics should be considered to select the best view. The literature on view selection describes diverse possible metrics. And strategies such as information-theoretic, instructional design, or aesthetics-motivated fail to incorporate all approaches. In this work, we postulate a strategy incorporating information-theoretic and instructional design-based objective metrics to select the best view from a set of views. Traditionally, information-theoretic measures have been used to find the goodness of a view, such as in 3D rendering. We adapted a similar measure known as the viewpoint entropy for real-world 2D images. Additionally, we incorporated similarity penalization to get a more accurate measure of the entropy of a view, which is one of the metrics for the best view selection. Since the choice of the best view is domain-dependent, we chose demonstration-based training scenarios as our use case. The limitation of our chosen scenarios is that they do not include collaborative training and solely feature a single trainer. To incorporate instructional design considerations, we included the trainer’s body pose, face, face when instructing, and hands visibility as metrics. To incorporate domain knowledge we included predetermined regions’ visibility as another metric. All of those metrics are taken into account to produce a parameterized view recommendation approach for demonstration-based training. An online study using recorded multi-camera video streams from a simulation environment was used to validate those metrics. Furthermore, the responses from the online study were used to optimize the view recommendation performance with a normalized discounted cumulative gain (NDCG) value of 0.912, which shows good performance with respect to matching user choices

    Robot assisted language learning

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    Design considerations for delivering e-learning to surgical trainees

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    Copyright © 2011, IGI Global. Distributed with permission.Challenges remain in leveraging e-health technologies for continuous medical education/professional development. This study examines the interface design and learning process features related to the use of multimedia in providing effective support for the knowledge and practice of surgical skills. Twenty-one surgical trainees evaluated surgical content on a CD-ROM format based on 14 interface design and 11 learning process features using a questionnaire adapted from an established tool created to assess educational multimedia. Significant Spearman’s correlations were found for seven of the 14 interface design features – ‘Navigation’, ‘Learning demands’, ‘Videos’, ‘Media integration’, ‘Level of material’, ‘Information presentation’ and ‘Overall functionality’, explaining ratings of the learning process. The interplay of interface design and learning process features of educational multimedia highlight key design considerations in e-learning. An understanding of these features is relevant to the delivery of surgical training, reflecting the current state of the art in transferring static CD-ROM content to the dynamic web or creating CD/web hybrid models of education

    THE EFFECT OF HAPTIC INTERACTION AND LEARNER CONTROL ON STUDENT PERFORMANCE IN AN ONLINE DISTANCE EDUCATION COURSE

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    Today’s learners are taking advantage of a whole new world of multimedia and hypermedia experiences to gain understanding and construct knowledge. While at the same time, teachers and instructional designers are producing these experiences at rapid paces. Many angles of interactivity with digital content continue to be researched, as is the case with this study. The purpose of this study is to determine whether there is a significant difference in the performance of distance education students who exercise learner control interactivity effectively through a traditional input device versus students who exercise learner control interactivity through haptic input methods. This study asks three main questions about the relationship and potential impact touch input had on the interactivity sequence a learner chooses while participating in an online distance education course. Effects were measured by using criterion from logged assessments within one module of a distance education course. This study concludes that learner control sequence choices did have significant effects on learner outcomes. However, input method did not. The sequence that learners chose had positive effects on scores, the number of attempts it took to pass assessments, and the overall range of scores per assessment attempts. Touch input learners performed as well as traditional input learners, and summative first sequence learners outperformed all other learners. These findings support the beliefs that new input methods are not detrimental and that learner-controlled options while participating in digital online courses are valuable for learners, under certain conditions

    Development of Learning Objectives for an Undergraduate Computer-Aided Drafting and Design Animation Using the Delphi Technique

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    This study reflects on learning objectives created for an advanced computer aided drafting (CAD) learning module(s) or course with the emphasis on simulation and engineering animations. These objectives were derived by using the Delphi technique by access the support of a panel of subject matter experts (SME) from academia and industry that are interested in CAD. The results of this study are intended for the use of creating instructional modules for undergraduate studies. A panel of experts were chosen through an electronic listserv of engineering and technology supporters. Two rounds of two different Delphi survey instruments were utilized to complete a comprehensive list of necessary and extremely necessary learning objectives. Through the various instruments the necessary learning objectives were derived to help formulate the building blocks for learning module(s)
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